Doug's King in Thorns (Tier 7-8; Outpost VI) (Inactive)

Game Master Doug Hahn

Maps & Handouts | Character Macros | Hero Points


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Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd also tried to recall what he knows about the Mariner’s Curse?
Nature: 1d20 + 12 ⇒ (14) + 12 = 26

edit. Boon was already used


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Thanks Bair I didn't track your temp HP, whoops! So you're good after that potion! If you heal to full you usually stop bleeding, so don't worry about the other rolls.

1d4 ⇒ 2
1d20 ⇒ 17

Makai bleed a bit more than it stops. Bair drinks his jiouce and feels all better.

⚘ ⚘ ⚘
Status So Far

➤ Iarann — unhurt
➤ Bair — Unhurt, de-cursed
➤ Fafrd — Unhurt, points for roleplaying the retching
➤ Makai43+15+23= 81/87 HP
➤ Morgan — Unhurt, probably de-cursed
⠀⠀➤ Rhob — Feels Nothing.
➤ Kamil — Unhurt, probably de-cursed

______

Fafrd knows that Mariner's Curse has the ASrcane, Occult and primal traits. Those afflicted feel that they're on roiling, unforgiving seas. The curse ranges in severity, from being Sickened at all times, to also being slowed while on the water!

He knows the curse can only be lifted by remove curse or similar magic.Or if you wait a day it'll go away In other words if you want to save 150 GP and play the rest of the scenario Sick 1, you are free to do so


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Cost is 80, not 150

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Kamil asks to be decursed will pay 80gp then meditate about the power of the Blue Dragon to recover some power Get back 1 SP

Vigilant Seal

NG Female Dwarf (Anvil Dwarf) Cleric 7 | HP 87/87 | AC 26(28 w shield) | F +14 R +10 (+3 Bulwark) W +14 | Perc +14 (Darkvision) | Stealth +1 | 25 ft. | Heal 3/3 | Spell slots 1st 3/3 2nd 3/3 3rd 2/3 4th 2/2 | Hero Point 2 | Active Conditions: Mind of menace

Fort save, DC25: 1d20 + 14 ⇒ (17) + 14 = 31

Makai retches to calm her stomack, then she removes all of the hokes that she had attached to her body.

"Bloody fish folks!"

Lesser healing: 2d8 + 5 ⇒ (2, 7) + 5 = 14

She drinks the potion which solves the immediate wounds that she had

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

GM:
I am happy to boost the last token. Does this take a roll? If so, not sure what. But here's a roll. Roll: 1d20 ⇒ 20

Morgan continues to feel ill, but waves away the Pathfinder clerics. "I would like to study this curse, and the best way to do so is to live through it."

She does spend some time discussing the curse with her familiar Simril, who knew about such things when they were alive.


Season of Ghosts

**HOUSE GM ANNOUNCEMENT**

As the last of the fey attackers fall, a sudden, eerie silence descends over the demiplane. A vision of a green moth—their body composed of thorny vines and their eyes burning with alien malevolence—clouds the eyes of each Pathfinder, and a sinister voice rings in every ear.

“You have stolen my crown and invaded my domain. I have destroyed civilizations for lesser slights. None of you shall leave this place alive!”
______________

GMs, please end any remaining encounters from Part 2 and begin Part 3.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Sceeen:
Iarann Thunderstriker's Initiative Using Search: 1d20 + 20 ⇒ (4) + 20 = 24
Makai Goldenoak's Initiative Using Scout: 1d20 + 14 ⇒ (1) + 14 = 15
Bair's Initiative Using Search, Battle Cry free Demoralize: 1d20 + 13 ⇒ (18) + 13 = 31
Morgan's Initiative Using Detect Magic: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
Kamil Durus's Initiative Using Avoid Notice / Deception: 1d20 + 11 ⇒ (17) + 11 = 28
Fafrd the Grey Mouse's Initiative Using Search (Scout's Warning): 1d20 + 17 ⇒ (18) + 17 = 35
Bair's Intimidation (M): 1d20 + 16 ⇒ (12) + 16 = 28 1 higher when physically intimidating target

1: 1d20 + 12 ⇒ (6) + 12 = 18
2: 1d20 + 12 ⇒ (12) + 12 = 24
3: 1d20 + 12 ⇒ (18) + 12 = 30
4: 1d20 + 12 ⇒ (7) + 12 = 19
5: 1d20 + 12 ⇒ (17) + 12 = 29
???: 1d20 + 22 ⇒ (8) + 22 = 30

Bjersig Torrsen smiles grimly. Iarann, Makai, Bair, Morgan, Kamil, Fafrd, and Bair… We’ve done well.”

But the enemy is upon us, and they are as dangerous as any we’ve yet faced.” Fola Barun lays a hand on his arm and steps forward. “Keep your wits about you. We can do this!” A fierce grin spreads across the half-orc’s face as he pats his dog between the ears. “Mahki, seek!”

Just as Mahki growls and runs off, five gaunt and hairless fey approach with murderous intent; their mottled green and brown flesh gives them the appearance of moss-draped bark and helps them blend into the foliage, through which they move effortlessly. The green is difficult terrain as before, but they have Woodland Stride.

Bair growls, physically menacing the nearest one! Bair's Intimidation (M) vs #2, roll replicated from the GM spoiler: 12 + 16 + 1 = 29

⚘ ⚘ ⚘
The First Wave Round 1

Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Fafrd (96/96 HP)
➤ Bair (138/138 HP) │ 11 temp HP when rage inevitably starts
Moss-Man 2 (-0 HP) │ Frightened 1
Moss-Man 4 (-0 HP)
Kamil (64/64 HP) │ 10 temp hp
Moss-Man 1 (-0 HP)
Iarann (145/145 HP)
Morgan (71/71 HP) │ 10 temp hp, Sick 1
⠀⠀Rhob (87/87 HP)
Moss-Man 5 (-0 HP)
Moss-Man 3 (-0 HP)
Makai (87/87 HP)

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

The brute wastes no time being pushed into a fury at the psychic intrusion, "GEDDOUDDA MAI HED!"

He suddenly charges forward, slashing at the scared lookin' one.

Rage (11 temp HP, AC 25), Sudden Charge attack #2

+1 Wounding Striking Silver Halberd: 1d20 + 17 ⇒ (10) + 17 = 27 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (5, 9) + 4 + 2 + 6 = 26 (hit adds 1d6 persistent bleed, crit adds 1d12)

AoO:
+1 Wounding Striking Silver Halberd: 1d20 + 17 ⇒ (8) + 17 = 25 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (5, 6) + 4 + 2 + 6 = 23 (hit adds 1d6 persistent bleed, crit adds 1d12)

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd starts out by hunting #3. He then fires a pair of cold iron arrows at #3.

Hunted Shot... they stack for resistance and weakness
+1 Striking frost composite shortbow: 1d20 + 17 ⇒ (20) + 17 = 37
piercing: 2d6 + 3 ⇒ (3, 2) + 3 = 8 | cold: 1d6 ⇒ 2 | deadly: 1d10 ⇒ 9
29 total before weakness

+1 Striking composite shortbow, flurry: 1d20 + 17 - 3 ⇒ (9) + 17 - 3 = 23
piercing: 2d6 + 3 ⇒ (3, 5) + 3 = 11 | cold: 1d6 ⇒ 2 | deadly: 1d10 ⇒ 2

He then fires a final shot.
+1 Striking composite shortbow,flurry: 1d20 + 17 - 6 ⇒ (19) + 17 - 6 = 30
piercing: 2d6 + 3 ⇒ (5, 3) + 3 = 11 | cold: 1d6 ⇒ 2 | deadly: 1d10 ⇒ 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM screen:
1d20 ⇒ 15

Bair rushes in and capitalizes on his frightened enemy's condition; the halberd leaves a gash across the creature's shoulder that weeps cirmson sap.

Fafd sends an arrow into his target's eye… then another into its chest, and another into its throat! He takes note that it's weak to cold iron. Thanks to the crit and Weakness the third shot takes it down.

A blast of freezing air washes over the battlefield. It's impossible to tell exactly where it came from as you didn't hear any casting and whoever did it is still hidden, but it's enough to give everyone but Bair frostbite! Unnoticed, now Undetected, enemy with special ability to conceal casting. Successful check vs your Perception DCs was rolled. I am not putting the spell template on the map but took a screenshot if you have a question later on.

DC 28 Reflex, Cold: 6d12 ⇒ (9, 7, 12, 3, 5, 2) = 38

Moss-man 2 grins. He Steps back from bair and casts Entangle on the area, making even the shallow water walkways difficult terain. 20' burst on the map.

Bleed: 1d6 ⇒ 2
Flat: 1d20 ⇒ 7

Moss Man 4 recognizes Fafrd as a pimary target; he takes a slash from Bair as he rushes the ranger, ignoring difficult terrain. He moves with great speed and gives everyone a wide berth after getting swiped at once. 2x stride, attack

Claw: 1d20 + 15 ⇒ (9) + 15 = 24

The moss-man misses Fafrd.

⚘ ⚘ ⚘
The First Wave Round 1

Terrain: If you wish to Seek let me know and I will roll it for you as a secret check.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Fafrd: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
Kamil: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
Iarann: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
Morgan: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
Rhob: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
Makai: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP)
Bair (138/138 HP) │ 11 temp HP, Raging, AOO used
???
Moss-Man 2 (-28 HP) │ Frightened 1, Bleed 1d6
Moss-Man 4 (-23 HP) │ Bleed 1d6
➤ Kamil (64/64 HP) │ 10 temp hp
Moss-Man 1 (-0 HP)
Iarann (145/145 HP)
Morgan (71/71 HP) │ 10 temp hp, Sick 1
⠀⠀Rhob (87/87 HP)
Moss-Man 5 (-0 HP)
Makai (87/87 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

reflex dc28: 1d20 + 19 ⇒ (5) + 19 = 24
I offer this hero point to the RNG
reflex dc28: 1d20 + 19 ⇒ (11) + 19 = 30 whew! That’s a critical with evasion

reflex dc22: 1d20 + 19 ⇒ (3) + 19 = 22

Fafrd manages to avoid both the entangle and the cold attack.

Vigilant Seal

Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

Back! Sorry for the bots needed!

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Reflex save vs DC 28 (Morgan): 1d20 + 11 ⇒ (16) + 11 = 27 62/71hp
Reflex save vs DC 28 (Rhob): 1d20 + 12 ⇒ (11) + 12 = 23
Reflex save vs DC 28 (Rhob) - Hero Point: 1d20 + 12 ⇒ (20) + 12 = 32 87/87hp

Reflex save vs DC 22 (Morgan): 1d20 + 11 ⇒ (17) + 11 = 28 No entanglement
Reflex save vs DC 22 (Rhob): 1d20 + 12 ⇒ (5) + 12 = 17 Entangled at start of turn


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fafrd avoids the damage altogether with preternatural instinct, but Morgan has worse — but only slightly — luck. Iarann thinks about how he's back but forgets to make his save. :p

Kamil is up! Make your saves if noted above, too.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Reflex DC28: 1d20 + 12 ⇒ (15) + 12 = 27
Reflex DC22: 1d20 + 12 ⇒ (1) + 12 = 13

Kamil is almost able to avoid the worst of the blast but ultimately fails and as the cold washes him from head to toe he froze for a moment.

Recovering from his cold, he casts False Life and Shield.

(◆◆) Cast a spell: False Life
(◆) Cast a spell: Shield (+1 AC)

Vigilant Seal

NG Female Dwarf (Anvil Dwarf) Cleric 7 | HP 87/87 | AC 26(28 w shield) | F +14 R +10 (+3 Bulwark) W +14 | Perc +14 (Darkvision) | Stealth +1 | 25 ft. | Heal 3/3 | Spell slots 1st 3/3 2nd 3/3 3rd 2/3 4th 2/2 | Hero Point 2 | Active Conditions: Mind of menace

Reflex save, DC28, bulwark: 1d20 + 10 + 3 ⇒ (16) + 10 + 3 = 29 Bulwark value!

Makai jumps out of the way, and protects her face with her pauldron.

Reflex save, DC22 vs entangle: 1d20 + 10 ⇒ (16) + 10 = 26

Then seeing the vines to try and entangle her, she whirls in another direction jumping on a log to avoid it

"Look out!" yells surprisingly agile in her full plate armor


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The biting cold chews through Kamil's false life, so he re-ups it and then defends himself as the vines immobilize him. Makai manages to escape the entangle, vines slipping off her icy armor!

Moss Man 1 strides in and slashes at Bair…

Claw: 1d20 + 15 ⇒ (11) + 15 = 26
S: 2d6 + 7 ⇒ (5, 4) + 7 = 16 And a DC 22 Fort vs Poison

Claw: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
S: 2d6 + 7 ⇒ (2, 3) + 7 = 12 And a DC 22 Fort vs Poison

It slashes the raging barbarian twice; each time Bair feels poison sap into his veins.

Poison:
If fail: 1d6 ⇒ 6 poison
[dice=if crit fail]Also clumsy 1

I will delay moss man 5 so Makai can go in the same bottom block here.

⚘ ⚘ ⚘
Who's Casting Spells!? Round 1

Terrain: If you wish to Seek let me know and I will roll it for you as a secret check.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Bair: 2 DC 22 Fort saves vs Poison
Iarann: DC 28 Ref vs 38 Cold, then DC 22 ref vs Entangle
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP)
Bair (121/138 HP) │ Raging, AOO used
???
Moss-Man 2 (-28 HP) │ Bleed 1d6
Moss-Man 4 (-23 HP) │ Bleed 1d6
Kamil (36/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, False Life, Shield
Moss-Man 1 (-0 HP)
➤ Iarann (126/145 HP)
➤ Morgan (43/71 HP) │ Sick 1
⠀⠀➤ Rhob (87/87 HP)
➤ Makai (68/87 HP)
Moss-Man 5 (-0 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Fort 1 vs Poison: 1d20 + 17 ⇒ (3) + 17 = 20
Fort 2 vs Poison: 1d20 + 17 ⇒ (19) + 17 = 36

Vigilant Seal

Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

REF v. Cold: 1d20 + 16 ⇒ (20) + 16 = 36 "Yer mother!"
REF v. Entangle: 1d20 + 16 ⇒ (2) + 16 = 18 "AH! It's got me by the giggleberries!"

Iarann forces his way out of the area and brings his axe down on the freaky looking mossmanthing.

ATK: 1d20 + 18 ⇒ (15) + 18 = 33 for DMG: 2d12 + 7 ⇒ (7, 6) + 7 = 20 and Cold: 1d6 ⇒ 2
ATK: 1d20 + 13 ⇒ (14) + 13 = 27 for DMG: 2d12 + 7 ⇒ (10, 11) + 7 = 28 and Cold: 1d6 ⇒ 4

AoO:

ATK: 1d20 + 18 ⇒ (18) + 18 = 36 for DMG: 2d12 + 7 ⇒ (1, 5) + 7 = 13 and Cold: 1d6 ⇒ 4


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Moss man 4 needed a bleed and flat:

1d6 ⇒ 2
1d20 ⇒ 18

Iarann shouts curses at the unseen enemy before moving toward the moss-man and slashing at his twice… connecting once. Bloody sap sprays.

Bair feels the poison eating away at his muscle… 6 poison, stage one. He notices the moss man he took an AOO against only bled a little bit before it stopped.

⚘ ⚘ ⚘
Who's Casting Spells!? Round 1

Terrain: If you wish to Seek let me know and I will roll it for you as a secret check.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP)
Bair (115/138 HP) │ Poisoned Stage 1
Monarch (-0 HP)
Moss-Man 2 (-28 HP) │ Bleed 1d6
Moss-Man 4 (-57 HP)
Kamil (36/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, False Life, Shield
Moss-Man 1 (-0 HP)
Iarann (126/145 HP)
➤ Morgan (43/71 HP) │ Sick 1
⠀⠀➤ Rhob (87/87 HP)
➤ Makai (68/87 HP)
Moss-Man 5 (-0 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Vigilant Seal

NG Female Dwarf (Anvil Dwarf) Cleric 7 | HP 87/87 | AC 26(28 w shield) | F +14 R +10 (+3 Bulwark) W +14 | Perc +14 (Darkvision) | Stealth +1 | 25 ft. | Heal 3/3 | Spell slots 1st 3/3 2nd 3/3 3rd 2/3 4th 2/2 | Hero Point 2 | Active Conditions: Mind of menace

Makai move to flank with Iarann and swings her hammer

Hammer@moss man 4, flanked: 1d20 + 16 ⇒ (16) + 16 = 32
Damage, b: 2d8 + 4 ⇒ (1, 2) + 4 = 7 If crit by any chance than make it prone

Than she raises her shield


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Makai's target is prone… forever because it's dead!

Morgan is up!

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

"You will not be hidden forever, whoever you are," Morgan mutters, once more invoking her dark magicks to dredge up an undead minion.
Animate Dead (4th)

In a burst of seething orange flame north of the necromancer appears a Combusted. It looks at Morgan, who says, "Be heard, and deal with my foes."

The Combusted releases a howl frightful enough to burn anyone nearby.
Blazing Howl, DC 17 Will: 4d6 ⇒ (6, 3, 2, 6) = 17
This is a 15ft emanation centered on the Combusted.

The burning cadaver moves, like a delicate dancer, and with a gesture conjures a mote of fire that swirls through the air towards one of the moss men.
Fire Mote vs 5: 1d20 + 11 ⇒ (18) + 11 = 29
Damage (Fire): 1d4 + 4 ⇒ (3) + 4 = 7 plus 1d6 Persistent Fire

Just the aura itself around the Combusted suggests burning flame...

Intense Heat:
(aura, fire) 5 feet, 2d6 fire, DC 17 basic Reflex. I marked the aura on the map


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Will vs howl: 1d20 ⇒ 14 Success.

The Mossman avoids the worse flames erupting from Morgan's undead. However it isn't so lucky against claws! It doesn't seem weak to flame.
Howling Flame recharge: 1d4 ⇒ 3

The moss-man moves forward to claw at the summons, entering the aura!

Ref, Aura: 1d20 ⇒ 3 Success

Though it didn't take a lot of damage the creature changes tack and heads to the side, where it casts another entangle. More difficult terrain.

Starting your turn, make a DC22 save if needed. Failure = -10 speed. CF = Immobilized. Bair and Fafrd are good as they made saves between turns but I think everyone else who's in the Entangle will need to again. Let's keep it clean and post them with our turn instead of asynchronously.

Fire: 1d6 ⇒ 4
Flat: 1d20 ⇒ 15

The flames wink out…

⚘ ⚘ ⚘
Who's Casting Spells!? Round 2

Terrain: If you wish to Seek let me know and I will roll it for you as a secret check.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Fafrd (96/96 HP)
➤ Bair (115/138 HP) │ Poisoned Stage 1
???
Moss-Man 2 (-28 HP) │ Bleed 1d6
Kamil (36/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, False Life, Shield
Moss-Man 1 (-0 HP)
Iarann (126/145 HP)
Morgan (43/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE)
⠀⠀Rhob (87/87 HP)
Makai (68/87 HP)
Moss-Man 5 (-22 HP)
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd will Seek for the spellcaster.

If he finds the spellcaster he will Point Out where he is, and then hunt him.

Otherwise, he will hunt #1 and take a hunted shot at them.
+1 Striking frost composite shortbow: 1d20 + 17 ⇒ (14) + 17 = 31
piercing: 2d6 + 3 ⇒ (4, 5) + 3 = 12 | cold: 1d6 ⇒ 4 | deadly: 1d10 ⇒ 3

+1 Striking composite shortbow, flurry: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33
piercing: 2d6 + 3 ⇒ (5, 3) + 3 = 11 | cold: 1d6 ⇒ 1 | deadly: 1d10 ⇒ 5


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Screen:
Fafrd the Grey Mouse's Perception (M): 1d20 + 16 ⇒ (3) + 16 = 19

Fafrd can't find the source.

Mossman it is. Fafrd sends and arrow through this one's eye too but only two arrows isn't enough to bring it down.

⚘ ⚘ ⚘
Who's Casting Spells!? Round 2

Terrain: If you wish to Seek let me know and I will roll it for you as a secret check.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
START OF YOUR TURN:
──────────
Kamil: DC 22 Ref beginning of turn (Entangle)
Morgan: DC 22 Ref beginning of turn (Entangle)
Rhob: DC 22 Ref beginning of turn (Entangle)
Makai: DC 22 Ref beginning of turn (Entangle)
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP)
➤ Bair (115/138 HP) │ Poisoned Stage 1
???
Moss-Man 2 (-28 HP) │ Bleed 1d6
Kamil (36/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, False Life, Shield
Moss-Man 1 (-53 HP)
Iarann (126/145 HP)
Morgan (43/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE)
⠀⠀Rhob (87/87 HP)
Makai (68/87 HP)
Moss-Man 5 (-22 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

The Brute focuses his rage into healing, or a damage shield, or like, extra hutzpah or something. Anyway, he feels less injured? He hacks at the foe in front of him, "GET SUM!"

Renewed Vigor, gained 7 temp HP, Attack #1 2x

+1 Wounding Striking Silver Halberd: 1d20 + 17 ⇒ (5) + 17 = 22 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (10, 1) + 4 + 2 + 6 = 23 (hit adds 1d6 persistent bleed, crit adds 1d12) Rage Crit = Reposition the enemy 5ft West

+1 Wounding Striking Silver Halberd - MAP: 1d20 + 17 - 5 ⇒ (5) + 17 - 5 = 17 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (2, 3) + 4 + 2 + 6 = 17 (hit adds 1d6 persistent bleed, crit adds 1d12) Rage Crit = Reposition the enemy 5ft West

AoO:
+1 Wounding Striking Silver Halberd: 1d20 + 17 ⇒ (4) + 17 = 21 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (4, 3) + 4 + 2 + 6 = 19 (hit adds 1d6 persistent bleed, crit adds 1d12) Rage Crit = Reposition the enemy 5ft West

DC 22 Fort vs. Poison: 1d20 + 17 ⇒ (2) + 17 = 19

Aha, my dice are back!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The first strike kills Bair's target. The poison makes Bair clumsy. Poison Stage 2: 1d6 ⇒ 3

BAIR you have 1 action left please post it or I will bot it later tonight.

Vigilant Seal

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N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair moves into striking range of the nearest foe and out of the entangle.

Moved him.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Screen:
2d20 ⇒ (10, 9) = 19

You hear casting from the bushes to your left… among the trees flutters a humanoid-monarch hybrid fey. Art on Slide 2!

The moment they're revealed a cloud of noxious fumes appears ar your feet.

Poison, DC 28 basic Fort: 6d8 ⇒ (4, 5, 2, 2, 7, 2) = 22

They flutter their wings, a shimmering aura appears around them. [ooc[If you enter the aura, you must make a Will save (aura, illusion, mental).

The fey grins and summons a wall of thorns, blocking you off from an easy escape from the gaseous cloud. 3d4 P to move through Cover on other side of wall

Bair misses the creature by a hair.

⚘ ⚘ ⚘
The Enemy revealed! Round 2

Terrain: Blueish burst is Cloudkill; arrow shows direction. Arua marked around monarch. Solid green rectangle is Wall of Thorns.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEGINNING OF YOUR TURN:
──────────
Fafrd: DC 28 Fort vs 22 Poison
Kamil: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle),
Iarann: DC 28 Fort vs 22 Poison
Morgan: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle)
Rhob: DC 22 Ref beginning of turn (Entangle)
Makai: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle)
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP)
Bair (115/138 HP) │ Poisoned Stage 2, Clumsy 1, 4 temp hp, AOO Used
Monarch (-0 HP)
Moss-Man 2 (-28 HP) │ Bleed 1d6
➤ Kamil (36/64 HP) │ Entangled (-10 Speed), False Life, Shield
Moss-Man 1 (-53 HP)
Iarann (126/145 HP)
Morgan (43/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE)
⠀⠀Rhob (87/87 HP)
Makai (68/87 HP)
Moss-Man 5 (-22 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

”Well, you don’t see that every day. ”

fort vs DC28: 1d20 + 14 ⇒ (20) + 14 = 34

Fafrd’s luck holds out, so far.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Fortitude DC28: 1d20 + 12 ⇒ (12) + 12 = 24
Entangle DC22: 1d20 + 12 ⇒ (19) + 12 = 31

Kamil cofs as he's unable to fight off the poison!

He decides to get out of her as quick as possible and cast fly on himself before flying up!

May the Power of the Wyrm get me flying!

(◆◆) Cast a spell: Fly on himself
(◆) Stride


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The ghost of moss man 1 held us up!

Kamil coughs and splutters as he disentangles himself and flies above the poison. Looks like Kamil's icon is in the same place on the map; flying straight up is difficult terrain so you can only go 10 feet up, meaning you'd still be in teh cloud as its 15' high in your square. You probably want to move 5' diagonally up (difficult terrain) then fly the rest of the way out of the cloud, e.g. where I moved you on the map as a suggestion.

⚘ ⚘ ⚘
The Enemy revealed! Round 2

Terrain: Blueish burst is Cloudkill; arrow shows direction. Arua marked around monarch. Solid green rectangle is Wall of Thorns.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Iarann: DC 28 Fort vs 22 Poison
Morgan: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle)
Rhob: DC 22 Ref beginning of turn (Entangle)
Makai: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle)
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP) │ So freaking lucky
Bair (115/138 HP) │ Poisoned Stage 2, Clumsy 1, 4 temp hp, AOO Used
Monarch (-0 HP)
Moss-Man 2 (-28 HP) │ Bleed 1d6
Kamil (24/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, Flying
➤ Iarann (126/145 HP)
➤ Morgan (43/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE)
⠀⠀➤ Rhob (87/87 HP)
➤ Makai (68/87 HP)
Moss-Man 5 (-22 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Thanks GM!

Vigilant Seal

Male, CN, Dwarf | HP 149/149 AC: 28| F: +19 R: +17, W: +17 (Bravery) | Perc: +18 (M, Darkvision)
Class Abilities:
Default Exploration: Search

GAH!" FORT: 1d20 + 18 ⇒ (5) + 18 = 23 Iarann has Poison Resistance 4, so 18 DMG

Iarann then suddenly charges the mossman on the end of the wall:
ATK 1: 1d20 + 18 ⇒ (4) + 18 = 22 for DMG if hit: 2d12 + 7 ⇒ (4, 4) + 7 = 15 and Cold: 1d6 ⇒ 3
ATK 2: 1d20 + 13 ⇒ (18) + 13 = 31 for DMG if hit: 2d12 + 7 ⇒ (8, 8) + 7 = 23 and Cold: 1d6 ⇒ 2

AoO:

AoO: 1d20 + 18 ⇒ (6) + 18 = 24 for DMG if hit: 2d12 + 7 ⇒ (9, 1) + 7 = 17 and Cold: 1d6 ⇒ 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Iarann moves… then moves.a bunch more!

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Fort save vs DC 28: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28 11 poison damage
Reflex save vs DC 22: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27 not entangled

Morgan manages to not inhale the poisonous gas, though the noxious fumes still burn her skin. She hastily works through a conjuration spell, and with a pop disappears from where she was.
Cast Dimension Door

Reflex save vs DC 22 (Rhob): 1d20 + 12 ⇒ (11) + 12 = 23
The big zombie, whose last command was to follow its mistress, breaks free of the entanglement and moves to catch up.

Reflex save vs DC 22 (Combusted): 1d20 + 12 ⇒ (14) + 12 = 26
Meanwhile, the Combusted avoids being entangled. It moves outside of the grasping vines and releases another mote of fire.
Fire Mote vs 5: 1d20 + 11 ⇒ (2) + 11 = 13
Damage (Fire): 1d4 + 4 ⇒ (4) + 4 = 8 plus 1d6 persistent fire


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Morgan and Rhob reposition… things could be worse. The Combusted's mote falls at Moss Man 5's feet.

⚘ ⚘ ⚘
The Enemy revealed! Round 2

Terrain: Blueish burst is Cloudkill; arrow shows direction. Arua marked around monarch. Solid green rectangle is Wall of Thorns.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Makai: DC 28 Fort vs 22 Poison, then DC 22 Ref beginning of turn (Entangle)
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP) │ So freaking lucky
Bair (115/138 HP) │ Poisoned Stage 2, Clumsy 1, 4 temp hp, AOO Used
Monarch (-0 HP)
Moss-Man 2 (-28 HP) │ Bleed 1d6
Kamil (24/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, Flying
Iarann (108/145 HP) │ Poison Resist 4
Morgan (32/71 HP) │ Sick 1, Sustaining summons (2 rnds for AOE)
⠀⠀Rhob (87/87 HP)
➤ Makai (68/87 HP)
Moss-Man 5 (-22 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Vigilant Seal

NG Female Dwarf (Anvil Dwarf) Cleric 7 | HP 87/87 | AC 26(28 w shield) | F +14 R +10 (+3 Bulwark) W +14 | Perc +14 (Darkvision) | Stealth +1 | 25 ft. | Heal 3/3 | Spell slots 1st 3/3 2nd 3/3 3rd 2/3 4th 2/2 | Hero Point 2 | Active Conditions: Mind of menace

Fort save, DC28: 1d20 + 14 ⇒ (11) + 14 = 25
Reflex save, DC22: 1d20 + 10 ⇒ (16) + 10 = 26

Makai curses but is not restricted by entanglement, she moves towards teh closest target and smites them with hammer

Hamer@5: 1d20 + 16 ⇒ (13) + 16 = 29
Damage, b: 2d8 + 4 ⇒ (8, 4) + 4 = 16

Than she raises her shield


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SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Makai the entangle is still difficult terrain; the save just lets you avoid a status penalty to speed. I don't think you can get there with 25 foot move (but you can with 30); I will run your turn without the shield raise. She can reactive shield.

Moss Man 5 rushes at the guy one-shooting his kind, and claws him! Then he runs out of the Cloudkill;

Claw: 1d20 + 15 ⇒ (20) + 15 = 35
S: 2d6 + 7 ⇒ (6, 3) + 7 = 16 Doubled to 32 and a DC 22 fort vs Poison Poison: 1d6 ⇒ 2, if CF clumsy 1 as well)

Fire: 1d6 ⇒ 1
Flat: 1d20 ⇒ 2

⚘ ⚘ ⚘
The Enemy revealed! Round 2

Terrain: Blueish burst is Cloudkill; arrow shows direction. Arua marked around monarch. Solid green rectangle is Wall of Thorns.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Fafrd: DC 22 fort vs Moss-Man Poison
──────────
BOLD IS UP!:
──────────
➤ Fafrd (64/96 HP)
➤ Bair (115/138 HP) │ Poisoned Stage 2, Clumsy 1, 4 temp hp, AOO Used
Monarch (-0 HP)
Moss-Man 2 (-28 HP) │ Bleed 1d6
Kamil (24/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, Flying
Iarann (108/145 HP) │ Poison Resist 4
Morgan (32/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE)
⠀⠀Rhob (87/87 HP)
Makai (46/87 HP) │ Reactiv e Shield rdy
Moss-Man 5 (-40 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Bair: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair suddenly charges around the wall and into flanking with chopper. He sees sparkles!

Will: 1d20 + 12 ⇒ (6) + 12 = 18

If he can still see his flanked foe, he slashes at it and then turns his angry angry gaze to the big bad.

+1 Wounding Striking Silver Halberd vs FF: 1d20 + 17 ⇒ (11) + 17 = 28 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (9, 4) + 4 + 2 + 6 = 25 (hit adds 1d6 persistent bleed, crit adds 1d12)

Intimidation (M) Glare demoralize butterfly demon: 1d20 + 16 ⇒ (2) + 16 = 18

AoO:
+1 Wounding Striking Silver Halberd vs FF: 1d20 + 17 ⇒ (20) + 17 = 37 for Slashing/Silver + W.S. + Rage: 2d10 + 4 + 2 + 6 ⇒ (6, 5) + 4 + 2 + 6 = 23 (hit adds 1d6 persistent bleed, crit adds 1d12)

Fort vs Poison: 1d20 + 17 ⇒ (11) + 17 = 28 With Juggernaut, a success on the Fort is a Crit Success.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Bair begins to hallucinate he's transforming into a weak-stemmed creeper moss plant. He is enfeebled 1.

His glare does not phase the monarch.

However he kill his target.

Fafrd is up! Mossman #2 is dead.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

fort save DC22: 1d20 + 14 ⇒ (1) + 14 = 15
sigh. Not going to reroll that for just poison

Knowing he cannot survive two poison effects, Fafrd pulls out his potion of fly, gulps it down, and flies up at 45 degree angle to the NW to try and get up above the cloud kill.

Three actions

Poison at end of turn
fort save DC22: 1d20 + 14 ⇒ (1) + 14 = 15
Hate you RNG


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Poison st, 1-3, Oorgatchin' it at laast: 3d6 ⇒ (2, 2, 2) = 6

Fafrd's luck runs out with bizarre alacrity. Stage 3 (max), Clumsy 2)

The Monarch launches themself into the air, fluttering and sprinkling everyone with faerie dust! [ooc]DC 25 Will from everyone — (aura, illusion, mental)

Kamil:
If yo fail you imagine lilacs blossoming from the soft spot under your tongue, their roots digging deeper and hie petals filling your mouth with pungent scent. You're Stupefied 1 (2 on a crit fail)

Morgan:
If you fail you imagine graveyard mushrooms eating away at your brain, slowly filing your skull with soft, pale flesh. You're Stupefied 1 (2 on a crit fail)

Iarann:
You imagine violent fungus spores invading your body from all the little cuts and bruises, eating at your muscle. You feel the spores growing, writing in your veins. Tendrils of green flesh rip free from your fingertips. You're Enfeebled 1 (2 on a crit fail)

Fafrd:
You imagine deadly nightshade blooming in your stomach, pushing its way p you throat and poisoning your blood. You're enfeebled 1 (2 on a crit fail)

Bair:
In addition to feeling like a weak creeper plant, you now sense tendrils of moss reaching up into your boots; thousands of filaments writhe between your toes, making you clumsy 1 (2 on a crit fail)

Maki:
You imagine ironbloom mushrooms sprouting inside your armor, they grow rapidly and press against your body, making you feel claustrophobic. You're clumsy 1 (2 of crit fail)

At the start of his turn, Kamil is exposed to more of the aura, and needs to make a SECOND save.

Kamil, if fail:
You will If you failed the first you'll be clumsy as you imagine the lilacs wrapping around your torso. If you succeeded at the firs you'll be stupefied.

⚘ ⚘ ⚘
The Enemy revealed! Round 3

Party Conditions: Anyone entering orr starting their turn in the Monarch's aura needs to immediately make a DC 25 will save.
Terrain: Blueish burst is Cloudkill; arrow shows direction. Arua marked around monarch. Solid green rectangle is Wall of Thorns.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Yellow template on map is Entangle

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Fafrd: DC 25 Will (aura, illusion, mental)
Bair: DC 25 Will (aura, illusion, mental)
Kamil: DC 25 Will (aura, illusion, mental)
Iarann: DC 25 Will (aura, illusion, mental)
Morgan: DC 25 Will (aura, illusion, mental)
Makai: DC 25 Will (aura, illusion, mental)
──────────
BOLD IS UP!:
──────────
Fafrd (61/96 HP) │ Oorgatch'd it at last! Stage 3, Clumsy 2
Bair (115/138 HP) │ Enfeebled 1, 4 temp hp, AOO Used
Monarch (-0 HP)
➤ Kamil (24/64 HP) │ Entangled (-10 Speed), Immobilized 1 round, Flying
➤ Iarann (108/145 HP) │ Poison Resist 4
➤ Morgan (32/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE), Summons also needs to save after you do
⠀⠀➤ Rhob (87/87 HP) │ Braindead
➤ Makai (46/87 HP) │ Reactive Shield rdy
Moss-Man 5 (-40 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Fafrd: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

dc25 will: 1d20 + 15 ⇒ (15) + 15 = 30

Fafrd shakes off the illusion, thankful that he isn’t affected by another affliction.

Envoy's Alliance

CG Male Ulfen Human Sailor Ranger 8 | HP 77/96| AC 26| Fort +14; Ref +19; Will +15 | Perc: +16 (+18 to Seek my target) | Speed 25ft | Hero Points 1/3 | Resistent to Fire 5 | cold iron arrows 30/48 Active conditions: clumsy 2, poisoned

Fafrd calls in one of the Pathfinder agents that have been waiting to heal the party.

healing to all of us: 5d8 ⇒ (1, 1, 3, 6, 2) = 13

Horizon Hunters

N Female Changeling Necromancer 7 | Default Exploration: Detect Magic
Stats:
AC 20 | Fort +11, Refl +11, Will +13 | Perc +11 | Speed 25
♥️ 69/71 | ☘️ 0/3 | ☀️ 1/1 | ✋ Staff of Necromancy | ⚕ Mage Armor, False Life | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (3/4), 2nd (3/4), 3rd (4/4), 4th (2/3)

Will save vs DC 25 (Morgan): 1d20 + 13 + 1 - 1 ⇒ (2) + 13 + 1 - 1 = 15
Hero Point
Will save vs DC 25 (Morgan): 1d20 + 13 + 1 - 1 ⇒ (17) + 13 + 1 - 1 = 30
Will save vs DC 25 (Combusted): 1d20 + 4 ⇒ (8) + 4 = 12

Morgan shakes off the mental effect, her mind filling with resolve, determination, and... stubbornness. Her animated minion is not so resilient.

Of course, the cloud rolls south towards her...
Cloudkill DC 28 Fort: 6d8 ⇒ (1, 7, 8, 7, 2, 5) = 30
Fort save vs DC 28: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13 FFS

"May Urgathoa bleed from her taint forever," Morgan manages to curse before the succumbing to the poison.
Morgan is Dying 2

Rhob nonetheless continues to move toward Morgan.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Morgan you are not in the cloudkill! The cloudkill is moving to the upper right of the map and there are no creatures in it. Please take your turn from the point where you spent you hero point.

I know there's a lot going on on the map; this is a complex encounter. So, I have added a key in the sidebar designating which spell template is which. Please let me know if there's anything else I can do to help.

Fafrd calls on a pathfinder to help. Unfortunately it's Kyra and she's playing up, producing a somwahet disappointing healing burst. nonetheless it helps a bit.

Morgan shakes the mushrooms out of her head, as well as visions of dying. Fafrd's luck comes back… for now.

⚘ ⚘ ⚘
Clouds of No-Kill Round 3

Party Conditions: Anyone entering orr starting their turn in the Monarch's aura needs to immediately make a DC 25 will save.
Terrain: Key on side of map. Green areas are difficlt terrain too, light underbrush.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Bair: DC 25 Will (aura, illusion, mental)
Kamil: TWO DC 25 Will saves (aura, illusion, mental)
Iarann: DC 25 Will (aura, illusion, mental)
Makai: DC 25 Will (aura, illusion, mental)
──────────
BOLD IS UP!:
──────────
Fafrd (74/96 HP) │ Poison Stage 3, Clumsy 2
Bair (128/138 HP) │ Enfeebled 1, 4 temp hp, AOO Used
Monarch (-0 HP)
➤ Kamil (37/64 HP) │ Flying
➤ Iarann (121/145 HP) │ Poison Resist 4
➤ Morgan (45/71 HP) │ Sick 1, Sustaining summons (3 rnds for AOE), Summons also needs to save after you do (Enfeebled 2)
⠀⠀➤ Rhob (87/87 HP)
➤ Makai (59/87 HP) │ Reactive Shield rdy
Moss-Man 5 (-40 HP) │ 1d6 P. Fire
──────────
AFTER YOUR TURN:
──────────
Fafrd: DC 22 Fort vs Ongoing Poison (st. 3)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Entangle :
The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangle's DC to remove these effects.

Wall of Thorns :
60 feet long and 10 feet high. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Will DC25: 1d20 + 11 ⇒ (15) + 11 = 26

Will DC25 (second): 1d20 + 11 ⇒ (6) + 11 = 17
Will DC25 (second) HP Reroll: 1d20 + 11 ⇒ (16) + 11 = 27

Kamil flys away and calls for his ancient blood to use his last most powerful spell to attack the Monarch!

May the breath of the dragon be your doomfall!

Lightning (4th level) Basic Reflex Save DC25: 5d12 + 4 ⇒ (8, 2, 3, 12, 10) + 4 = 39

(◆) Stride
(◆◆) Cast a spell: Lightning (4th level)

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